显示列表和VBO OpenGLLWJGL

问题描述 投票:1回答:1

我最近弄明白了如何使用LWJGL和OpenGL渲染3D立方体,我很兴奋,我渲染了2000个,有效地冻结了我的电脑。我听说过Display Lists和VBO等东西,但即使上网查了,也不知道怎么用。

目前,我有

for (Block b : blocks) {
    GL11.glTranslatef(b.position.x, b.position.y, b.position.z); // Translate to draw the cube.
    GL11.glBegin(GL_QUADS); // Start to draw the quad.
    b.render(); // Renders the quad.
    GL11.glEnd(); // Finishes rendering.
}

渲染我的立方体。呼叫 b.render 只是呈现一个立方体

@Override
public void render() {
    //front face
    GL11.glNormal3f(0f, 0f, 1f);
    GL11.glTexCoord2f(0f, 1f);
    GL11.glVertex3f(1f, 0f, 0f);
    GL11.glTexCoord2f(1f, 1f);
    GL11.glVertex3f(0f, 0f, 0f);
    GL11.glTexCoord2f(1f, 0f);
    GL11.glVertex3f(0f, 1f, 0f);
    GL11.glTexCoord2f(0f, 0f);
    GL11.glVertex3f(1f, 1f, 0f);

    //back face
    GL11.glNormal3f(0f, 0f, -1f);
    GL11.glTexCoord2f(0f, 1f);
    GL11.glVertex3f(0f, 0f, 1f);
    GL11.glTexCoord2f(1f, 1f);
    GL11.glVertex3f(1f, 0f, 1f);
    GL11.glTexCoord2f(1f, 0f);
    GL11.glVertex3f(1f, 1f, 1f);
    GL11.glTexCoord2f(0f, 0f);
    GL11.glVertex3f(0f, 1f, 1f);

    cap.bind(); // top texture
    //top face
    GL11.glNormal3f(0f, -1f, 0f);
    GL11.glTexCoord2f(0f, 1f);
    GL11.glVertex3f(1f, 1f, 0f);
    GL11.glTexCoord2f(1f, 1f);
    GL11.glVertex3f(0f, 1f, 0f);
    GL11.glTexCoord2f(1f, 0f);
    GL11.glVertex3f(0f, 1f, 1f);
    GL11.glTexCoord2f(0f, 0f);
    GL11.glVertex3f(1f, 1f, 1f);

    //bottom face
    GL11.glNormal3f(0f, 1f, 0f);
    GL11.glTexCoord2f(0f, 1f);
    GL11.glVertex3f(1f, 0f, 1f);
    GL11.glTexCoord2f(1f, 1f);
    GL11.glVertex3f(0f, 0f, 1f);
    GL11.glTexCoord2f(1f, 0f);
    GL11.glVertex3f(0f, 0f, 0f);
    GL11.glTexCoord2f(0f, 0f);
    GL11.glVertex3f(1f, 0f, 0f);

    side.bind(); // left texture
    //left face
    GL11.glNormal3f(-1f, 0f, 0f);
    GL11.glTexCoord2f(0f, 1f);
    GL11.glVertex3f(1f, 0f, 1f);
    GL11.glTexCoord2f(1f, 1f);
    GL11.glVertex3f(1f, 0f, 0f);
    GL11.glTexCoord2f(1f, 0f);
    GL11.glVertex3f(1f, 1f, 0f);
    GL11.glTexCoord2f(0f, 0f);
    GL11.glVertex3f(1f, 1f, 1f);

    //right face
    GL11.glNormal3f(1f, 0f, 0f);
    GL11.glTexCoord2f(0f, 1f);
    GL11.glVertex3f(0f, 0f, 0f);
    GL11.glTexCoord2f(1f, 1f);
    GL11.glVertex3f(0f, 0f, 1f);
    GL11.glTexCoord2f(1f, 0f);
    GL11.glVertex3f(0f, 1f, 1f);
    GL11.glTexCoord2f(0f, 0f);
    GL11.glVertex3f(0f, 1f, 0f);
}

其中cap是顶部Texture,side是侧面Texture。

我真正需要帮助的是如何使我的代码与VBO和显示列表兼容,以提高性能。我也认为如果可以只渲染可见的面孔,会节省很多计算量,但想不出如何做到这一点。

EDIT:

我现在通过下面的代码让每个区块创建自己的VBO对象...

private int vboID;
private FloatBuffer vertices;
private float[] verts = {0, 1, 2, 2, 3, 0, 0, 3, 4, 4, 5, 0, 0, 5, 6, 6, 1, 0, 1, 6, 7, 7, 2, 1, 7, 4, 3, 3, 2, 7, 4, 7, 6, 6, 5, 4}; // Not sure on the numbers for making a cube?

private void generateVBO() {
    vertices = BufferUtils.createFloatBuffer(verts.length); // Create a FloatBuffer...
    vertices.put(verts); // Add all the vertices in...
    vboID = GL15.glGenBuffers(); // Generate the VBO...
    GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID); // Bind it...
    GL15.glBufferData(GL15.GL_ARRAY_BUFFER, vertices, GL15.GL_STATIC_DRAW); // Buffer in the data...
    verts = null; // Free up memory allocation because these are unnecessary now...
    vertices = null;
    System.out.println("VBO created with a vboID of '"+vboID+"'.");
}

在我的程序开始时,我创建了1000个块对象,所以我的输出实际上是 "VBO create with a vboID of n",1000次。

我知道在程序结束时,我需要处理这些VBO(我假定我只需要调用 GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0) 但首先,我需要绘制每个VBO。

绘制VBO的命令是什么?

java opengl lwjgl vbo
1个回答
1
投票

请不要使用Display Lists,它们已经过时和废弃了。有效地使用VBO需要使用顶点数组。当使用顶点数组时,你把所有的顶点位置和其他属性放入数组中,然后通过调用glDrawArrays(假设数组只是一个长长的顶点列表,需要一个接一个地处理)或glDrawElements(需要一个额外的数组,其中包含一个指向顶点数组中元素的索引列表)来批量绘制大量的三角形。

这里有一个关于顶点数组的教程。

http:/www.songho.caopenglgl_vertexarray.html

一旦你把顶点数组弄好了,就只差一小步就可以到VBOs了。

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